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Hope: Difference between revisions

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[[Category:Characters in Act Three]]
[[Category:Characters in Act Three]]
[[Category:Clerics]]
[[Category:Clerics]]
[[Category:Temporary Companions]]
[[Category:Attached Follower]]

Revision as of 17:37, 28 September 2024

Hope is a dwarven Cleric and captive of the House of Hope.

Portrait Hope.png
CURIOSITY KILLED ALL THE CATS IT WON'T BE SO KIND TO YOU
Hope said, calmly

Overview

Hope can be saved with the Orphic Hammer during the quest Save Hope Save Hope. Once freed she will become an Attached Follower, and assist the party in defeating Raphael Raphael.

Background

Hope is a prisoner of the House of Hope, driven mad by the years of psychological and physical torture inflicted upon her. Despite it all, Hope remains hopeful and optimistic, a quality that has fascinated Raphael enough to keep her alive.[1]

Hope is also the sister of Korrilla Korrilla, and still remembers her as the caring, protective girl from their youth.

Involvement

Upon the party's arrival in the House of Hope, Hope will use a projection to greet them and offer to help them enter undetected as long as the party frees her from her prison. If the party agrees, she will summon Debtor's Attire onto all of them - preventing them from turning the House's residents hostile. This starts the quest to save Hope.

Hope's projection will appear several more times as the party explores the House. She will attempt to give the party advice and if the party passes various dialogue checks, they can learn more information from her. Hope will appear outside the Chamber of Egress to tell the party they're on the wrong side of the building, and outside the Archive to warn them about the Archivist Archivist. If the party passes the dialogue check here, Hope will inform them that they can deceive the Archivist by claiming to be Verillius Receptor, a High Inquisitor of Zariel.

If the party did not agree to Raphael's deal and obtain the Orphic Hammer, then they must first steal the hammer before they can rescue Hope. Once that has been done, the party will find her in the prison guarded by 5 Vengeful Imps and 2 Spectators. The party must use Orphic Hammer to break the two red crystals keeping her trapped, and after doing so Hope will join them as a temporary companion.

As the party and Hope return to the portal to the Devil's Fee, they will come face to face with Raphael, who is especially angered by Hope's escape attempt.

If the party successfully defeats Raphael without Hope dying, then she will reward the party with the Gloves of Soul Catching.

Combat

Attacks and abilities

As a Level 10 Life Domain Cleric, Hope has the following spells and class actions:

Bless.webp
Bless Bless ()
Bless up to 3 creatures. They gain a D4 Slashing.png +1d4 bonus to Attack rolls and Saving throws.
 Range: 9 m / 30 ft
Cure Wounds.webp
Cure Wounds Cure Wounds ()

Heal a creature you can touch.

 Melee: 1.5 m / 5  ft
Divine Intervention Sunder the Heretical.webp
Divine Intervention Divine Intervention ()
Call upon your deity in your moment of greatest need. Once they interfere, your deity will never do so again in this manner.
 Range: Self
Divine Strike Melee.webp
Divine Strike: Radiant Divine Strike: Radiant ()
Normal weapon damage +
D8 Radiant.png 1d8 (1~8) Damage TypesRadiant

Strike a foe with your weapon as it becomes wreathed in gleaming radiance.

 Range: Normal weapon range
Recharge: Per turn
Guidance.webp
Guidance Guidance ()
The target gains D4 Physical.png +1d4 bonus to Ability checks. Duration: 10 turns
 Melee: 1.5 m / 5  ft
Guiding Bolt.webp
Guiding Bolt Guiding Bolt ()
D6 Radiant.png 4d6 (4~24) Damage TypesRadiant

The next attack roll against this target has Advantage Icon.png Advantage.

 Range: 18 m / 60 ft
Healing Word.webp
Healing Word Healing Word ()

Heal a creature you can see.

 Range: 18 m / 60 ft
Mage Armour.webp
Mage Armour Mage Armour ()
Surround an unarmoured creature in a protective magical force. Its Armour Class Armour Class increases to 13 + its Dexterity modifier. Prerequisite: The target can't be wearing Armour.
 Melee: 1.5 m / 5  ft
Mass Cure Wounds.webp
Mass Cure Wounds Mass Cure Wounds ()

Unleash a soothing hum of energy that heals you and nearby allies.

 Range: 18 m / 60 ft
Mass Healing Word.webp
Mass Healing Word Mass Healing Word ()

Heal your nearby allies.

 Range: Self
AoE: 18 m / 60 ft (Radius)
Preserve Life.webp
Preserve Life Preserve Life ()
3 x Character's Level hit points

Evoke a healing energy that restores 3 x Character Levelhit points to allied creatures.

 Range: Self
AoE: 9 m / 30 ft (Radius)
Ray of Frost.webp
Ray of Frost Ray of Frost ()
D8 Cold.png 1d8 (1~8) Damage TypesCold

Reduces the target's Movement Speed by 3 m / 10 ft.

 Range: 18 m / 60 ft
Remove Curse.webp
Remove Curse Remove Curse ()
Touch a creature or object to remove all Curses and Hexes affecting it.
 Melee: 1.5 m / 5  ft
Banishment.webp
Revoke Guest Status Revoke Guest Status ()
Hope banishes one of the unwelcome guests from her house forever.
 Range: 18 m / 60 ft

Notable Loot

Related Quests

Related literature

Gallery

Notes

  • Between Patches 4 and 6, Hope wore Half Plate Armour and wielded Shield (Hope), which would both drop upon her death. These were replaced with Full Plate and a regular shield in Patch 6.
  • Hope can neither be healed by the restoration faucets in the Bordoir, nor can her spell slots be replenished.

References

  1. Hope's dialogue synopsis.